/Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerMorphModelEditorModel.h
Add bone influences to the mask. Every vertex that is linked to the specified bone will write its skinning weight to the mask buffer.
void ApplyBoneToMask ( int32 SkeletonBoneIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > MaskBuffer )